Jump scares can work if done sparingly, used properly, and not one after another. Starting off a custom story and then suddenly within the first two minutes you have had at least 12 things jump out at you is not fear-inducing, it's irritable and a cheap tactic to get a natural human reaction to be startled by something happening suddenly.

True fear is the fear of uncertainty. You are unsure of what's going to happen when you go down this dark hall, you hear a noise behind a closed door and the only way to see what is behind it is you opening that door to see what lies in wait - fear is something that can cause a person's imagination to run wild with the idea of something crawling around their own home and intruding in their safety zone.

Fear is not a flying malformed rag doll, loud noises as impossible things suddenly pop out of thin air. Fear is not loading into a custom story and being faced with a grunt charging you only to poof into dust. Fear is not hiding in a closet waiting for grunt to despawn, leaving the closet, and then being forced to hide again as a brute spawned as you went through a doorway. These are not fear, these are shit gimmick tactics that will only affect the mindset of an immature youth, someone entirely virgin to the HPL2 engine, or people who pretend to be scared while recording a video in order to garnish views via screaming loudly when something unsettling happens (this is not targeting anyone, it's more of a general observation).

If you want to put a jump scare into a game, I see nothing wrong with it. If you want to put seventeen, don't expect a lot of praise in the originality and/or well-received department. Open up, be thoughtful of new ideas and branch out from the things that made the childhood you get scared around the campfire. It's not going to get anything accomplished if you do the same thing again and again, repetitive tendencies grow old fast, diversity is required to truly thrive in most things, not just the horror element.

kbye

Just to add into the second paragraph

There are three kinds of horror. First one is when you open a door, a monster pops out and goes "abloogy woogy woo". The second is when there isn't a monster in the cupboard but standing behind you and you know that he is going to go "abloogy woogy woo" at some point but he doesn't and you are getting more and more tense but you don't want to turn around because you don't want him to put his cock in your eye. And then there is the horror when the monster goes "abloogy woogy woo" while standing on the far side of a brightly lit room. The second option is best because the game isn't the one doing the scaring but your mind is imagining the fear. Fear of fear is worse than fear itself and the best way to do this is to pace it well, something Amnesia does nicely even though David and Bruce are summoned every time you solve a puzzle.